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1stLancer

 

Posted

Well what is the solution then everyone!!!!??

Dont give an answer that just solves your little problem. Everything that affect you will affect others.

More xp and easier XP for all the causal and soloers will also mean it will be a dream come true for the power gamers!!!!

That means Cryptic will have to keep churning out content for the high levels. Super fast leveling wont give the Dev's time to make new stuff for everyone, unless everyone is ready to pay double the monthly cost so Cryptic can have a bigger staff to produce new Issues every 6 weeks!!

So someone think of a solution that can allow casuals and sloes to level fast and at the same time keep the power gamers who already level extremely fast from going any faster.

Come on, somebody can come up with a rational solution!!!


 

Posted

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Perhaps if you learned the difference between a trial zone and a hazard zone you could chime in

Faultline is a hazard zone. Just like Perez and Boomtown and Dark Astoria and the Sewer Network and the Abandoned Sewer Network and the Rikti Crash Site.

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Pulling out the map that came with the game I have the following Tiral zones. 8 Overbrook, Aka Faultline. 12 Tera Volta, 16 Woodvale. These are marked as trial zones. Just becaues they do not have a current trial in them Does not change what they are.


 

Posted

I have heard they are adding a lower level trial mission to Faultline, thereby making it a Trial Zone.


 

Posted

Can I get all the best powers and be able to fly 5 times faster and get more XP than anybody else while at the same time only fighting 10+ level mobs solo and have AOE and MELEE attacks that do devastating damage?


 

Posted

My proposed solution is to remove the purple patch from the game, thus restoring the gameplay at release.

It will allow players to pick their own battles. It will once again allow for the creation of large teams to fight tough mobs.

The purple patch has wrecked this game.


 

Posted

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Perhaps if you learned the difference between a trial zone and a hazard zone you could chime in

Faultline is a hazard zone. Just like Perez and Boomtown and Dark Astoria and the Sewer Network and the Abandoned Sewer Network and the Rikti Crash Site.

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Pulling out the map that came with the game I have the following Tiral zones. 8 Overbrook, Aka Faultline. 12 Tera Volta, 16 Woodvale. These are marked as trial zones. Just becaues they do not have a current trial in them Does not change what they are.

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Amazing what official game info will tell you huh


 

Posted

The only two applicable comparisons between TRIAL and HAZARD zones that i can recall would be Faultline (trial) and Boomtown (hazard).

Both spawn similar sized groups, with similar levels. Faultline may be marginally more difficult, but only because it includes Vahzilok, which give all lower level heroes trouble.

There doesn't seem to be any major differences between trial and hazard, other than one (eventually, once it's activated) contains a trial, and the other doesn't.

As for the "more heroes can fight more/harder mobs" thing... was just in boomtown with my lvl 12 scrapper, and his lvl 12 controller duo partner. We were taking on the biggest groups in the zone, at even and +1 levels, with no trouble at all.

Is that how it should work?


 

Posted

actually i'm not- my simple example of soloing an arc until you run into a +2 level boss that can kill you in one shot, should be clear. That's forcing me to group. I now have to try and find help to fight something that I can't take on my own. If I'm 3 missions in, that's very discouraging; especially knowing that if it were a nemesis boss or carnie boss, I'd be fine.

He isn't an AV.. he's a BOSS.

I'm not talking about street sweeping- that's a crapes game all on it's own.

Scrappers are best suited for solo play and until some more changes happening, you will still see more scrappers soloing than grouping.

If I want to solo a mission or story arc, as a scrapper I should have no problem. I know that, everyone knows that. I'm melee class... I can do nothing but get into the faces of my foes and fight. The rikti bosses (soldiers, not mezzers) can lay me out in one hit melee.

I'm done discussing my point. I do not agree with the BOSS changes to the Rikti, but I find the changes to their Minion and Lt classes welcome and needed. The bosses were fine the way they were. The Soldier should be closer to the melee damage of the Mezzer... not DOUBLE.


 

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Oh - low level trials - Sewers (upper). Faultline.


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I have never, ever heard of a trial in faultline. Not from any of the hundreds of players I have played with at all levels of this game. I think this may be the first mention of a trial in faultline in the history of CoH.

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It's a trial *zone*, there's just no actual trial there yet. The subject's been raised on the boards several times.

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4 people or 8, the spawns are identical in a hazard zone.

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If you flip back a few posts, Statesman said:
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City zones spawn mobs designed for 1 to 3 heroes, hazard zones spawn things for 3 to 5 heroes, and trail zones spawns mobs designed for 5 to 8 heroes.

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So the theory is that more than four in a group, you should head for a trial zone, like the upper sewers, Faultline or Terra Volta. I've never really explored the sewers much, but the latter two certainly seem to have plenty of monster spawns. Trouble is, it's tricky getting a bigger group within the right level ranges for them, but maybe the new Find Team options and reverse sidekicking in Issue 2 will help out with that a bit.


 

Posted

And I heard they aren't, so what does that prove?

There aren't currently 2 trial zones in CoH. That's it. We got a slew of hazard zones though.


 

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In other words if you are not an AT or build with resistance to status effects you are not allowed to solo at high lvl?


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That's what the Inspirations are for! To help the solo player!

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Last time I relied on the discipline inspirations, I popped 3 of them against a Rikti Chief Mentalist, and was promptly chain-stunned into next week. Perhaps if we could purchase the higher-level inspirations, they might be of some use, but as-is, relying on the low-level discipline inspirations as a means of survival is a guarenteed trip to the hospital.

I'm not sure what the answer is, but the existing purchaseable inspiration is simply not it.


Synchrotron, level 50 Radiation/Radiation Defender
Fighting crime on Champion since 2004

 

Posted

[ QUOTE ]
Well what is the solution then everyone!!!!??

Dont give an answer that just solves your little problem. Everything that affect you will affect others.

More xp and easier XP for all the causal and soloers will also mean it will be a dream come true for the power gamers!!!!

That means Cryptic will have to keep churning out content for the high levels. Super fast leveling wont give the Dev's time to make new stuff for everyone, unless everyone is ready to pay double the monthly cost so Cryptic can have a bigger staff to produce new Issues every 6 weeks!!

So someone think of a solution that can allow casuals and sloes to level fast and at the same time keep the power gamers who already level extremely fast from going any faster.

Come on, somebody can come up with a rational solution!!!

[/ QUOTE ]

For making the game sweet spot -1,0,+1 I like this idea and here are the solutions I see to it.
I think giving us enough groups of 1-3s to attack through our career, in the city zones, coupled with the triage tents in some of the out of the way hazard zones. Would be good solutions. Of course the problem many will see with this is it does lower the EXP/second equation, but keeps things opened.

As for leveling speed.
The increase in mission XP is also a good solution. But this will not appease the power levelers.


As for stun issues.
I'd like to see reactive cures for stun, which would allow us to be "prepared" to fight stunning mobs without a group or playing an AT that gets high stun resistance. I'd think another good fix would be a magnitude to level ratio on stuns, thus fighting a -3 mob would give us a level 3 magnitude. (Though this may be asking for too much.)


 

Posted

[ QUOTE ]
My proposed solution is to remove the purple patch from the game, thus restoring the gameplay at release.

It will allow players to pick their own battles. It will once again allow for the creation of large teams to fight tough mobs.

The purple patch has wrecked this game.

[/ QUOTE ]

What about the already fast leveling that power gamers do? They will even level faster.

It wouldn't be a big deal to cryptic if everyone leveled super fast if people dont whine non stop i need more stuff to do and want new Issues every month!!


 

Posted

[ QUOTE ]
Well what is the solution then everyone!!!!??

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First of all the XP reward should reflect what it takes to win. That means if a mob have high damage resistance so it takes 30% more damage to defeat it then it should give 30% more XP. This reward should in particular be given to mobs that have status effects since those are 10 times more dangerous than damage is.

2nd place traders and remove the lvl limits in hazard zones so normal XP groups can enter them to XP and they dont have to waste a lot of time selling enhancers. The mob composition in hazard zones actually reward grouping more than mobs in normal city zones do.

Remove chain stunning from the game. Its the single most frustrating game element and makes a lot of people log off in sheer anger when it happens.

Downgrade resistance to damage and downgrade AE damage. That makes support classes needed if you want to hunt big groups. At the same time downplay status effects so solo'er can still solo if they want to.


 

Posted

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2. Not all people want to take on large numbers of villains. Some want to take on small numbers of harder villains, similar to an archvillain battle. Thanks to the purple patch, villains are 4 times, then 17 times harder, without 4 or 17 times the XP.

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Then that group can go into a zone with smaller spawns, but higher levels mobs. So a group of 8 level 30 guys could go into a hazard zone with spawns for a group of 3 to 5 - but with levels +1, +2,+3 to the group...Heck, a single +4 should be a challenge to several heroes. But it's not. That's the problem.

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Reread that first sentence again. Players SHOULD be able to take on stuff that is a tad too hard for them. 8 players SHOULD be able to take on just a few really hard mobs and reap the benefits of a long battle.

In the same way blasters can defeat lots of even cons, and a Scrapper can defeat just a few +3 cons to gain about the same xp soloing, teams should be able to choose between the two strategies. You have eliminated the possibility of the latter.

This is why teams stack AOE blasters. It is the only viable strategy. Single target damage dealers are a fraction of their usefulness in a group.

Like I said, you have easy, lots of easy, or impossible. I (and it looks like a LOT of other players too) want easy, medium, hard, very hard, impossible. There's no reason you must force us all to pursue the one and only CoH officially acceptable strategy.


 

Posted

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If 1 hero takes out 12 minions, by your own math, that is 480 xp just for him. To get the same 480 xp each, your group of 8 has to kill 55 minions in the same time period. Your groups cannot kill 55 as fast as a decent soloer can kill 12.

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Actually, they can. IF the group goes to the zones with the spawns of the appropriate size...

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Solar Shadow
Guardian Server

No. They cannot. Show me.

Put your group of eight together. It doesn't really matter what you put in the group with one exception. I'll get to the exception.

I will outrun them and not by a little. At level 38 we clocked it. I earned XP at a rate of 190,000 per hour solo. Go to whatever zone you like. Good luck. How about Crey's Follies? Is that hazard enough? Freaks. Carnival area by the Rikti crash site.

Then I will assemble a group of 4 and we will outrun them again.

Then I will assemble a group of 2 and we will outrun the four.

And solo, I will still outrun all of them even if I am also a member of the bigger groups. I group with some frequency. I have never, never, had a teammate join me and do anything but slow me down. When I group, I always, ALWAYS, read my lips, ALWAYS hunt in a hazard zone. Occasionally, I will run a mission to help someone, but I get virtually zero XP for it.

What is the exception? A group of excellent soloers all in one group, but we do not stay together. We split up and take out one group of enemies per person. That will outrun the soloer if all of the members are power build soloers.

I might add, that while I am a fire/fire tank, my build is not ideal. It's strictly mediocre.

But here is the final irony. Make sure you put someone in your group of 8 with my identical build. It won't help you. You will still be outrun. You will be beaten with your own math.

Here is your opportunity. Schedule a time with me. I'm sure you can look up my contact information on my account. We'll run it for an hour. If I'm wrong, I'll post it here and shut up. If you lose, then you will now know, and that will be sufficient for me.


 

Posted

Trying to avoid the tense nerves pervading this thread, I have to agree with Shikamaru. I despise street sweeping. It may not be very heroic of me, but then maybe my hero could care less about the general populace. IIRC, Batman wasn't exactly the pinnacle of altruism himself in the original comics; he was a "dark knight" looking to get some seriously painful revenge on the bastards that had killed his parents.

Of course, I also tend to agree with the "2 ATs: Blasters and everyone else" comment, so I'm not sure how much my opinion counts for.


 

Posted

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And I heard they aren't, so what does that prove?

There aren't currently 2 trial zones in CoH. That's it. We got a slew of hazard zones though.

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True, right now there is only one, but on test (as of 9/1) 3 Trials were added. 3 new trials, Terror Volta (RESPEC!), Prisoners of Eden, and Transcendent Gateway. Anyone know where the last one will be?

So, to reiterate, just because it doesn't have a Trial in it yet, doesn't mean it's not a Trial Zone. Sewers are also listed as trial zones and I know Abandoned Sewers has it's one, but will Sewers ever get one?


 

Posted

[ QUOTE ]
My proposed solution is to remove the purple patch from the game, thus restoring the gameplay at release.

It will allow players to pick their own battles. It will once again allow for the creation of large teams to fight tough mobs.

The purple patch has wrecked this game.

[/ QUOTE ]

I dont see it that way,ive been playing since the public beta,the evil "Purple Patch " just made me pick my battles a little more carefully. Need more strategy on some mobs vs just busting in and clocking them.


Junkyard Wolf
California Smog(CoV)
Far Rider
Durango Dave

 

Posted

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This is closer to the spirit of my statement - but the crux here is "decent rate of speed." Some Archetypes do it faster than others. Controllers, and to a degree Defenders & Tankers, solo slowly. That's totally acceptable.

What isn't acceptable right now is that some Archetypes solo slowly AND aren't so needed in groups. And that's what I'm focused on at the moment.

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Ahem, Statesman you do realize that if everyone can solo almost at the same rate then if you were to put them in a team they would all contribute equally to a greater sum?

Why design imbalance in your game with a dependancy upon humans (argueably the weakest link in most games) finding the desire to group.

Another thread that goes into detail about why rewarding damage but seperating by class is a bad idea.


 

Posted

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In other words if you are not an AT or build with resistance to status effects you are not allowed to solo at high lvl?


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That's what the Inspirations are for! To help the solo player!

[/ QUOTE ]

Last time I relied on the discipline inspirations, I popped 3 of them against a Rikti Chief Mentalist, and was promptly chain-stunned into next week. Perhaps if we could purchase the higher-level inspirations, they might be of some use, but as-is, relying on the low-level discipline inspirations as a means of survival is a guarenteed trip to the hospital.

I'm not sure what the answer is, but the existing purchaseable inspiration is simply not it.

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Aye, agreed on this point. While I've only ever been stunned once by a Chief Mentalist (praise gods for Integration!!), the fact that only the basic inspirations are buyable even at lvl 40+, is rather sad. Yes, inspirations drop nicely (at least for me), but if you're trying to get some anti-status ones (I forget what they're called), it could be days before one drops...not an exaggeration. I rarely...extremely RARELY see one nowadays.


 

Posted

Well if you're going to "rebalance" my ability to take on 15 white minions at once, please reduce the amount of exp needed to level post 30. as is, the 30's are notorious for being a "grind" under the current system, and its only gonna get worse if you hurt everyone's ability to fight mobs.

You say you're going to increase mob HP, and proportionately raise exp, but unless you disproportionately raise the xp per mob (as in 30% more HP, but 50% more xp), this reduction in our ability to fight large groups will still hurt our leveling speed.

sometimes it makes me wish i was more of a powergamer so i could have taken advantage of all the system before all of these changes going in...


 

Posted

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First of all the XP reward should reflect what it takes to win. That means if a mob have high damage resistance so it takes 30% more damage to defeat it then it should give 30% more XP. This reward should in particular be given to mobs that have status effects since those are 10 times more dangerous than damage is.

2nd place traders and remove the lvl limits in hazard zones so normal XP groups can enter them to XP and they dont have to waste a lot of time selling enhancers. The mob composition in hazard zones actually reward grouping more than mobs in normal city zones do.

Remove chain stunning from the game. Its the single most frustrating game element and makes a lot of people log off in sheer anger when it happens.

Downgrade resistance to damage and downgrade AE damage. That makes support classes needed if you want to hunt big groups. At the same time downplay status effects so solo'er can still solo if they want to.

[/ QUOTE ]

Another word make the game easier than what it is.

Before you answer, tell me what you would do to make fighting more challenging. As of right now if want a challenge I solo and teaming is for easy mode and generally become very boring and I end up falling asleep.

Its very invigorating trying to solo missions without dying like the cape mission with the Ritki on the test server


 

Posted

*sigh* I don't mean to be rude, but Statesman, it just keeps sounding like you want us to play the game your way. Not the ways we want to. Granted, some of the gameplay is rather dull and repetative, but it's the way some people want to play. Bizarre as it may sound.

I realize you want to help us have fun, but different people have fun different ways. And above all, we want to feel super. Not scripted.


(And as a sidenote, I hate that I'm going to have to set my mission settings on the easiest one, because I didn't pick a high damage dealing AT. As it is, at times, I have to enter a mission then invite my duoing partner since I can't provide enough damage to keep from the mission going in any reasonable amout of time. I hate doing that too. I just doesn't feel super or immersive that I have to think outside the game strategy in order to complete missions, especially timed missions.)


 

Posted

Well if he means the trial zones as a whole, and not just the trials themselves, then I'm confused again. (That seems to be happening a lot this evening). I was flying around TV, and the spawns I saw looked no different in size than Perez or Boomtown. Was I just looking in the wrong spots? (I didn't scour the place or anything, just took a quick buzz around).


[url="http://tinyurl.com/4ylgy"]The Wanderers[/url] of Virtue
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